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  General Tips to Tempest Fighters -Zure-

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PostSubject: General Tips to Tempest Fighters -Zure-    General Tips to Tempest Fighters -Zure- Icon_minitimeThu Aug 18, 2011 5:41 pm

This is for General Tips to Tempest of Goddess Fighters. :D
Please do not attempt this at home even if this isn't for advanced fighters. Instead, do this at your computer. ... Which is probably located in your home.

In the arcade games, you might realize that you are having difficulty in battling characters
or, in such cases having trouble with the character you are using. In any case, learning
by practice is the best way to go, but helpful tips can go a long way as well.



In this mini tip, We will cover with Zure, the Soul of Darkness .

Zure's movesets take on two paths. The Path of the Aran [Light] and the Path of the Darkness [Dark] . In this mini tip, I will cover the Darkness path. By the way, Both Paths are dependent on one skill to increase combos: Overspin

In the path of the Darkness, Zure's attacks is finished with one of the 2-bar SR moves: 7 Slashes of the Dark Dragon (7SDD) / Explosion of Darkness (EoD).

This path, which I find a easy time in, can be easy for beginners to execute, but also very tricky in case it fails. What you need a lot of here is experience on when to launch the SR moves and to be flexible when it doesn't work out. Skilled users with experience of almost any enemy can use the short and simple attacks and finish their combo with EoD.

By getting near the enemy, you can repeatedly jab and stab the enemy and then use overspin to make the opponent rebound and also push you further and away from them in case they use aerial recovery. Then, immediately use EoD OR 7SDD. This is due to the fact that once the enemy is hit, there will be a slight delay to their fall (if they don't use aerial recovery), which allows you to get them using EoD as you can RUSH to them and do serious amounts of damage. It's also a decent mob move.

When using 7SDD, it may take one extra bar of Soul Rage, but sometimes, it's well worth it. If the attack fails, then you can either get away with dashing backwards OR use the weakest version of OverSwing and keep it busy by spamming attacks so your opponent won't be able to attack you back. This works because you can quickly recover if the enemy was able to block your move. This is also your best option if you are a newcomer who is not used to using Zure or don't know the enemy tactics.

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PostSubject: Re: General Tips to Tempest Fighters -Zure-    General Tips to Tempest Fighters -Zure- Icon_minitimeThu Aug 18, 2011 7:44 pm

Good job, include some easy combos or strategies in a tough pinch?
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PostSubject: Re: General Tips to Tempest Fighters -Zure-    General Tips to Tempest Fighters -Zure- Icon_minitimeFri Aug 19, 2011 7:57 am

myfantasy wrote:
Good job, include some easy combos or strategies in a tough pinch?

Sure. It might be a bit advanced unless you can work under pressure.

Depending on what your health bar is and how much health the enemy has, accuracy in tapping the buttons are CRUCIAL. One miss can result in your death!

Depending on the distance of your character battling another one and the moves they use (for example, if you are battling Hakura or Antlan, they would most likely use their projectiles or get close to you using an attack), it may help to use an SR move or go near them to spam the jab key. The worst skill to use at this point is your projectile (Fire Smash) as it takes too long for the start up animation, and can only kill SOME projectiles, but only if they are farther away from you.

The SR MOVE that is most recommended is EoD. EoD will release the Dark Explosion attack after a certain distance, but you are vulnerable when moving close to the enemy before you are able to unleash the attack. Be sure to attack right after the enemy projectile's attack passes you by dodging. Of course, you may want to use Rushing Blow, but since the animation is large, you can still get hit if the enemy hits the bear, and thus kills you instantly. Once you are near the enemy, I would say continue jabbing the enemy until you can start hurting his/her's HP

NOTE: Your polearm reach is a few trillimeters longer than other character's normal attack so you have the edge. In this case, once you land a hit, the other person cannot retaliate until they block and you stop attacking or get blown away.
BUT, if you use EoD right after the enemy gets blown, you can do more damage.

Overspin Pinch Technique

One great move about the Overspin is that it can KILL projectiles. When you use overspin and a projectile hits the polearm while spinning, the attack is negated (such as Xeru's Soul Driver). You can use this skill to get near the enemy, but if you do not spam this quickly enough, once you are out of the animation, you can be hit, so ALWAYS continue using this move.
When you get near the enemy and hit them with Overspin ONCE, then you have to stop using Overspin. In some cases, they are able to attack you while blocking (3 Bars of SR or Antlan's Lunar Slash) so either quickly dash back during the animation so Zure gets away immediately once the Overspin stops and then use Overspin again.
If you do not believe the enemy will attack you, and decide to attack without moving backwards after you reach the enemy, you can keep on jabbing the enemy by continously pressing the jab key until they stop blocking and take damage.

NOTE: This technique has some problems, as Zeru's Fire projectile can instantly kill you.
The other problem is Serene's magic Claw. Since it's an AIMED move, you will still get hit even if you use Overspin.
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PostSubject: Re: General Tips to Tempest Fighters -Zure-    General Tips to Tempest Fighters -Zure- Icon_minitimeFri Aug 19, 2011 12:38 pm

^ ^ ^
If you cancel out a projectile with overspin cant you use the tiger thing
while their vunerable?
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PostSubject: Re: General Tips to Tempest Fighters -Zure-    General Tips to Tempest Fighters -Zure- Icon_minitimeSat Aug 20, 2011 11:03 pm

myfantasy wrote:
^ ^ ^
If you cancel out a projectile with overspin cant you use the tiger thing
while their vunerable?
The thing is that they can spam and overspin takes a while to get out of the animation. If they can launch a projectile -such as Royke's arrows or Lenna's triple shot- because the animation takes a while to get out of, your 'Rushing Blow' is a HUGE animation, and any part of the animation that gets hit with the projectile WILL hit you and you take damage; not to mention that Rushing Blow takes the fatal 0.2 seconds to cast.
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PostSubject: Re: General Tips to Tempest Fighters -Zure-    General Tips to Tempest Fighters -Zure- Icon_minitimeSun Aug 21, 2011 12:18 am

ah too bad eh?

I hate when people spam because it demotivates me
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PostSubject: Re: General Tips to Tempest Fighters -Zure-    General Tips to Tempest Fighters -Zure- Icon_minitimeSun Aug 21, 2011 9:05 am

Lol.
It happens. When you play with bots too much, they start getting better. o_o
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